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Large Language Models (LLMs) have demonstrated impressive text generation capabilities, prompting us to reconsider the future of human-AI co-creation and how humans interact with LLMs. In this paper, we present a spectrum of content…
Large Language Models (LLMs) have demonstrated remarkable capabilities in generating human-like text, yet their applicability to dialogue systems in computer games remains limited. This limitation arises from their substantial hardware…
Creativity is fundamentally human. As AI takes on more of the generative work that once required human imagination, despite documented limitations in creative ability, a critical question emerges: How does GenAI affect users' creativity?…
Although Large Language Models (LLMs) have demonstrated remarkable code-generation ability, they still struggle with complex tasks. In real-world software development, humans usually tackle complex tasks through collaborative teamwork, a…
In tacit coordination games with multiple outcomes, purely rational solution concepts, such as Nash equilibria, provide no guidance for which equilibrium to choose. Shelling's theory explains how, in these settings, humans coordinate by…
Co-creative Procedural Content Generation via Machine Learning (PCGML) refers to systems where a PCGML agent and a human work together to produce output content. One of the limitations of co-creative PCGML is that it requires co-creative…
Large Language Models (LLMs) have shown strong potential for narrative generation, but their use in complex, multi-layered role-playing game (RPG) worlds is still limited by issues of coherence, controllability, and structural consistency.…
Believable Non-Player Characters (NPCs) help motivate player engagement with narrative-driven games. An important aspect of believable characters is their contextually-relevant reactions to changing situations, which emotion often drives in…
Behavior trees (BTs) are a popular method for modeling NPC and enemy AI behavior and have been widely used in commercial games. In this work, rather than use BTs to model game playing agents, we use them for modeling game design agents,…
The growing adoption of large language models (LLMs) presents potential for deeper understanding of human behaviours within game theory frameworks. Addressing research gap on multi-player competitive games, this paper examines the strategic…
It is a long-lasting goal to design a generalist-embodied agent that can follow diverse instructions in human-like ways. However, existing approaches often fail to steadily follow instructions due to difficulties in understanding abstract…
The development of AI agents based on large, open-domain language models (LLMs) has paved the way for the development of general-purpose AI assistants that can support human in tasks such as writing, coding, graphic design, and scientific…
In long-horizon open-world multi-agent systems, existing methods often treat local anomalies as automatic triggers for communication. This default design introduces coordination noise, interrupts local execution, and overuses public…
Collaborative problem solving and learning are shaped by who or what is on the team. As large language models (LLMs) increasingly function as collaborators rather than tools, a key question is whether AI teammates can be aligned to express…
Recently, large language models (LLM) based generative AI has been gaining momentum for their impressive high-quality performances in multiple domains, particularly after the release of the ChatGPT. Many believe that they have the potential…
Developing autonomous agents that can strategize and cooperate with humans under information asymmetry is challenging without effective communication in natural language. We introduce a shared-control game, where two players collectively…
In multiplayer cooperative video games, players traditionally use individual controllers, inferring others' actions through on-screen visuals and their own movements. This indirect understanding limits truly collaborative gameplay. Research…
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super…
Let's Plays of video games represent a relatively unexplored area for experimental AI in games. In this short paper, we discuss an approach to generate automated commentary for Let's Play videos, drawing on convolutional deep neural…
Machine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably…